Where's the dancing girls when you need them LOL ? I'll settle for this--

Moderator: MOD_SPWaW
ORIGINAL: Riun T
Got a quick question for ya guys, if I've saved all my battles on a long camp and install this fix will it change the saved games or will I have to reexperience the thrill of opening up a halftrack with a 17lder and watching CHUNKS of squads stagger out of the smoke instead of whole slightly suppressed squads ready to fight from where they were droped????RT
ORIGINAL: RockinHarry
Mike, thanks for telling us about some of those data, that only the original programmer could know![:)] May I take the opportunity to ask some about the terrain related data, like those from data section8 (S8) of the scenario *.dat files? The past 3 years I made a couple of assumptions concerning S8 Data Bytes 6 and 8 which are: S8 Byte 6 gives the "concealment" value of a given Hex and S8 Byte 8 handles Line of sight blocking of a terrain type. Can you tell how those data Bytes are used in the game in detail? My assumptions are based on those from Fred Chlanda who already investigated in that data much earlier.
ORIGINAL: Orzel Bialy
Mike,
I'm going to jump back to your original post for a second.
In terms of FC values you have 0-4 listed, yet in the v8.3 OoB's there are units with values of 5 and higher. Is this part of the area where people weren't listening to you and is it safe to assume that these higher values are not being recognized by the game engine? [&:] (perhaps auto-defaulting to 4?)
ORIGINAL: Mike Wood
Hello...
Sorry, but that would be propriatary information.
Bye...
Michael Wood
ORIGINAL: RockinHarry
Mike, thanks for telling us about some of those data, that only the original programmer could know![:)] May I take the opportunity to ask some about the terrain related data, like those from data section8 (S8) of the scenario *.dat files? The past 3 years I made a couple of assumptions concerning S8 Data Bytes 6 and 8 which are: S8 Byte 6 gives the "concealment" value of a given Hex and S8 Byte 8 handles Line of sight blocking of a terrain type. Can you tell how those data Bytes are used in the game in detail? My assumptions are based on those from Fred Chlanda who already investigated in that data much earlier.